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ArmouredBlood
Senior Member


Posts: 1023
Registered: 05-09


It's interesting seeing how another person plays a map. I usually sit tight and don't let myself get surrounded but you go straight in there. Nice demos.

Old Post 07-16-09 01:59 #
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The Green Herring
Community Chest 4 Leader


Posts: 711
Registered: 05-07


I tend to play very aggressively, especially when recording speedruns. It frequently yields good results, even if it means I get killed a lot in the process. ;)

Anyway, here are three new UV max demos. Two are for very old Doom levels, and were recorded with Ultimate Doom; the other is for a Boom level which is currently in newstuff/, and was recorded with Boom itself. Check them out.

MEAT-353.ZIP - MEAT.WAD by Carolyn Schulenburg in 3:53
NIN-449.ZIP - Nine Inch Nails (NINDM.WAD) by Jason Staples in 4:49
nr4u-320.zip - No Rockets For You (ww-nr4u.wad) by WildWeasel in 3:20

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Old Post 07-26-09 04:50 #
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tatsurd-cacocaco
Member


Posts: 309
Registered: 07-08


I did Doom City on all standard categories.
code:
Category Time -------------------------- UV-Speed 0:37 NM-Speed 0:57 UV-Max 2:34 NM-100S 1:10 UV-fast 2:43 UV-respawn 1:53 UV-pacifist 1:01 UV-Tyson 4:31 --------------------------
Actually, this wad is the second wad which I have ever played. The map is short and easy but very fun and great. There are real buildings (a supermarket, a convenience store, a bank, a library, etc...).

I was surprised and impressed by the map very much when I played first. I was reminded of this wad recently, so I recorded these demos.

Enjoy!

Attachment: doomcity_lmps.zip
This has been downloaded 14 time(s).

Last edited by tatsurd-cacocaco on 08-05-09 at 16:47

Old Post 08-05-09 16:41 #
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gggmork
I just felt like complaining about something


Posts: 1130
Registered: 06-07


dr2008v2 map 10 (death destiny's 'soulscarred universe') uvmax in 28:35.

The end could be faster but speed is harder on long maps. I'm pretty sure one of the secrets can't be triggered. I did complevel 9 (probably supposed to be 2 or 9 but I have a tendency to guess wrong).
Cybers can sometimes be cornered by enemies preventing them from moving/shooting causing them to infight/die, which can affect ammo available, speed and difficulty. On 2 previous runs I accidently got the yellow key too early while running backwards, thus triggering the viles and dying.

just saw anima's hmp max. Its better quality with a faster route. Probably 10 min or more could be shaved off my demo, heh.

Attachment: d2102835.zip
This has been downloaded 15 time(s).

Last edited by gggmork on 08-17-09 at 11:52

Old Post 08-17-09 10:41 #
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vdgg
Junior Member


Posts: 176
Registered: 08-07


I'll post something sloppy this time, in this thread of very good and outstanding demos...

MAP04 Tyson

Last edited by vdgg on 08-18-09 at 20:14

Old Post 08-18-09 20:09 #
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vdgg
Junior Member


Posts: 176
Registered: 08-07


Oops, problems with attachments (I put a file with a wrong name, then deleted it, now it should be OK)

Attachment: p2041348.zip
This has been downloaded 17 time(s).

Old Post 08-18-09 20:17 #
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vdgg
Junior Member


Posts: 176
Registered: 08-07


2002ADO Miscellanea:

E1M1 (The Entry): Stroller in :46
E2M1 (Station Alpha): Pacifist in 4:10
E3M1 (Gatehouse): Tyson in 3:52

Attachment: adomisc.zip
This has been downloaded 9 time(s).

Old Post 08-25-09 22:40 #
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myk
Super Charge


Posts: 13106
Registered: 04-02


^ Any reason why those aren't Doom compatible? (2002ADO is.)

In any case, finding them in the folder where I place demos I still need to watch, I had to come back to the thread to check out who recorded them because the text files don't say :p

(You can sign as vdgg, if you like, no problem.)

EDIT: Same goes for your PL2 Tyson, which I moved here as that thread's for (Final) Doom compatible demos (as per the title.) Keep up the good work, although in the future I recommend recording in the usual demo formats (Doom or Boom) according to what the WAD requires, if you don't mind, as it makes the demos fully comparable to most others.

Old Post 08-28-09 19:33 #
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dew
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Posts: 340
Registered: 05-08


yeah, vdgg never signs his textfiles...

Old Post 08-28-09 19:47 #
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vdgg
Junior Member


Posts: 176
Registered: 08-07


The 3 demos for 2002ADO were recorded with doom.wad version 1.9ud (12408292 Bytes), because it's the only version of doom.wad I have.

I was pretty sure the Tyson demo for pl2.wad was OK in terms of compatibility and posted in the right place. Isn't -iwad plutonia the same thing as -complevel 4?

Not signing my textfiles is dumb, of course, and will be corrected.

Old Post 08-28-09 20:36 #
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myk
Super Charge


Posts: 13106
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The -iwad parameter simply selects the IWAD, the main WAD file to use, while the -complevel tells PrBoom itself how to behave as an engine and what demo format to use. Normally PrBoom has its own engine behavior, -complevel 17 or -1, which is roughly based on MBF, and has various settings that affect all sorts of different individual compatibility aspects, such as whether lost souls will bounce on the floor, how stairs are built, how things behave near ledges, whether pain elementals can spawn an infinite anount of lost souls, and so on. The lower compatibility levels, such as Doom (2-4) and Boom (9) ignore most of these individual settings and behave like doom.exe, doom2.exe or boom.exe, and produce demos that can be played back with those.

If you open your demos with a hex or text editor you'll see they start with Ö.MBFæ while Doom v1.9 demos start with an m, which is 6D in hexadecimal, or 109, which marks version "1.9" of Doom. If you try to play your demos with Doom or Chocolate Doom they will not find that "109" version marker and will close with the error "Demo is from a different game version!"

You can also see the two sticky threads about demo compatibility levels, for more info.

Old Post 08-28-09 20:56 #
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vdgg
Junior Member


Posts: 176
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Vrack 3 UV Max demo.

Attachment: vr3-3757.zip
This has been downloaded 26 time(s).

Old Post 09-05-09 17:43 #
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Erik
Forum Staple


Posts: 2089
Registered: 10-01



vdgg said:
Vrack 3 UV Max demo.


yay!

Old Post 09-05-09 18:06 #
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TimeOfDeath
effing LAME as always


Posts: 709
Registered: 06-06


I did some maxes on Ruba's new megawad Killing Adventure. Instead of using zdoom, I used prboomplus with complevel 9 (the secret lift in map05 didn't work with complevel 2).

map02 0:52
map03 1:31
map05 0:39
map06 0:59
map13 3:46
map16 2:18
map17 1:14
map20 0:49
map21 2:19
map22 2:39
map24 1:19

demos: killadve-tod1.zip

edit: put map17 1:14 instead of 1:20

Last edited by TimeOfDeath on 09-10-09 at 07:25

Old Post 09-10-09 07:02 #
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HackNeyed
Member


Posts: 300
Registered: 08-04


Heroes' Tales Map06 UV Max 3:07 (K:100 I:100 S:100)

A few more optimizations popped into my thoughts last night while trying to go to sleep. I didn't think I'd post it since I was only going for a sub 3:20 run but for a run that is 24 seconds faster... I thought, why not.

Attachment: ht06-307.zip
This has been downloaded 11 time(s).

Last edited by HackNeyed on 09-28-09 at 21:57

Old Post 09-21-09 20:53 #
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gggmork
I just felt like complaining about something


Posts: 1130
Registered: 06-07


bloodlst uvmax (but missed 3 secrets and used hud and iddt to verify max kills at end).
Playing quite slow and safe, almost an hour long.

Attachment: bldlst-about55minutes.zip
This has been downloaded 14 time(s).

Old Post 09-22-09 01:10 #
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Okuplok
Warming Up


Posts: 14
Registered: 07-09


hell revealed 2

uv-max

map12 4:29

fun map, but need alot of luck with arch-viles for good time.

Attachment: h212-429.zip
This has been downloaded 26 time(s).

Old Post 09-22-09 14:39 #
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HackNeyed
Member


Posts: 300
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Updated my demo three posts up with a faster one by 24 seconds.


@gggmork

Wow gggmork! That was quite a run. I love your lengthy demos! How do you prepare or find the time to prepare for such a sizable level with all that back tracking?

Old Post 09-28-09 21:59 #
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myk
Super Charge


Posts: 13106
Registered: 04-02


It's better to make a new attachment in your current post, unless for some reason you want to stop people from seeing your old demo (not sure why that would be.)

Old Post 09-28-09 22:48 #
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gggmork
I just felt like complaining about something


Posts: 1130
Registered: 06-07



HackNeyed said:
How do you prepare or find the time to prepare for such a sizable level with all that back tracking?


For a big/long/complex level, I typically do an iddqd run or type 'tntem' in prboomplus to get a feel for where stuff is. Then I usually open it in doombuilder and spend awhile planning on what appears to be a fast route. For some maps there is a non-obvious walk over line or something so this is almost necessary (in this map for example, it was much easier to look in doombuilder to see that there was an important reverent-horde releasing walk over line near a main central switch). If the map has difficulty settings, it helps to filter/delete all non-uv things when looking in doombuilder (I wrongly thought a huge horde of uv reverents was demons for awhile).

For long maps I tend to do a practice uv run with saves which helps confirm which routes are reasonably safe/fast/possible. So the final run is fairly planned. That run could probably be a lot faster, like not sure if causing that huge infight at the end was faster or slower (but it seemed safer), and long levels require playing more safely to do it in a reasonable number of attempts.

Old Post 09-29-09 02:12 #
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HackNeyed
Member


Posts: 300
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@gggmork

Thanks for the info, it confirms some ideas I had and gives me others. I applaud your endurance and I think I'll stick to the cozy maps and maybe work my way up to the epics.

@myk

OK, I'll remember that for the future.

Old Post 09-30-09 09:06 #
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Never_Again
Member


Posts: 434
Registered: 04-03


After being more than five years in production, the demo pak for WADPAK3.WAD is complete!
Each of the 27 levels has been done both GM-style (UV Max -fast) and on Nightmare!:
code:
=map==source========author=========================GM Max====NM====rating= E1M1* COMBAT.WAD Karl R. Peters 2:18 0:03 2/5 E1M2* COMBAT.WAD Karl R. Peters 1:32 0:13 1/5 E1M3* COMBAT.WAD Karl R. Peters 1:54 0:01 1/5 E1M9 NM0001.WAD Patrick Wickwire 4:32 1:01 3/5 E1M4 MEMPHIS.WAD David Mansfield & Karl LaRocca 9:12 2:23 4/5 E1M5 AFRO.WAD Tim Scott 4:51 0:00 3/5 E1M6 UCA.WAD Eddie Nguyen 9:57 5:41 5/5 E1M7 RUNLKHL2.WAD Duffy Knox 11:49 3:24 4/7 E1M8 NGS1.WAD Erik Badger 12:08 3:18 3/5 E2M1 MAVERICK.WAD Tom Neff 2:44 0:03 2/5 E2M2**WOODHALL.WAD David Damerell 4:30 2:35 3/5 E2M3 STORAGE.WAD Sean R. Malloy 6:30 2:55 3/5 E2M4 CYKE.WAD Joe Popp (aka cYcLoPs) 5:41 2:28 3/5 E2M5~ YOUNG1.WAD Alistair Young 8:29 1:36 5/5 E2M9 DIOPATRA.WAD Eddie Nguyen 14:08 1:14/0:12 3/5 E2M6* SYMBOLIC.WAD eric.birnie@canrem.com 6:26 4:00 4/5 E2M7 PROCESSR.WAD Curtis Turner II 8:50 2:13 4/5 E2M8 REALM10.WAD Darren K. McKeigan 6:42 3:07 4/5 E3M1* TECHBASE.WAD Brandon Reinhart 5:37 2:34 1/5 E3M2 THEKEEP2.WAD Norman Scott 3:52 0:21 3/5 E3M3 CORE.WAD Barry Ferg 6:14 0:37 4/5 E3M4 OPOST21.WAD Scott Amspoker 7:36 2:30 3/5 E3M5 CROSFR01.WAD Don Schuster 8:35 0:40 3/5 E3M6 SPORTS.WAD Alan Retlick 4:49 2:17 2/5 E3M9 E1M1SAS.WAD Scott A. Smith 13:29 4:46 4/5 E3M7 H_HOTEL.WAD Brian Plumb 11:37 8:48 3/5 E3M8 OFFICE.WAD Joe Kontrad 9:55 2:02 2/5 ========================================================================== * no secrets present ** only 50% secrets possible ~ reject overflow, use the fixed version WP3-25fx.WAD


Download and enjoy.

Edit: here is the demo pattern update for this demopak::
code:
demo_pattern1674 "wadpak3.wad E2M5 reject overflow fix/((wp3-25na)|(wp3-25nm))\.lmp/doom.wad|wadpak3.wad|wp3-25fx.wad" demo_pattern1675 "wadpak3.wad/((wp3-[1-3][1-9]na)|(wp3-[1-3][1-9]nm)|wp3-29n2)\.lmp/doom.wad|wadpak3.wad"

Just add these two lines to the Demo Pattern list section of your prboom-plus.cfg or glboom+.cfg - see this thread for details.

Last edited by Never_Again on 10-05-09 at 14:14

Old Post 10-02-09 12:27 #
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TimeOfDeath
effing LAME as always


Posts: 709
Registered: 06-06


100pctv2.wad max/reality 1:19
(the map was intended for max/reality)


Also, a max movie from September 2008 on barbamaps6.wad (infinite ammo coop wad)
MAP01 - 6:44 - no deaths, soulsphere
MAP02 - 5:44 - no deaths, bfg
MAP03 - 3:53 - no deaths
MAP04 - 3:56 - no deaths, also reality
MAP05 - 3:04 - no deaths
MAP06 - 3:10 - no deaths
MAP07 - 3:42 - no deaths
MAP08 - 2:57 - 3 deaths, bfg
MAP09 - 11:10 - 2 deaths, bfg
MAP10 - 5:00 - no deaths, megasphere
MAP11 - 4:05 - no deaths, also reality
MAP12 - 4:42 - no deaths, also reality

TOTAL - 58:07 (zdoom 2.2.0)

Old Post 10-05-09 06:58 #
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TimeOfDeath
effing LAME as always


Posts: 709
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vatosquare-singleplayer max 10:50 (zdoom 2.2.0 with infinite ammo)

Vatoloko posted that map on the ZDaemon forums. It looks like a remake of SQUARES but apparently he's never seen that map before. heh

EDIT: btw, I'm still using zdoom 2.2.0 because I can't get "no bfg aiming" to work in the newest zdoom. I type in the dmflags in the batch file, but it still aims bfg.

Last edited by TimeOfDeath on 10-08-09 at 19:41

Old Post 10-08-09 18:41 #
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gggmork
I just felt like complaining about something


Posts: 1130
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That does look like squares.

Old Post 10-08-09 23:25 #
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HackNeyed
Member


Posts: 300
Registered: 08-04


Another whack at Heroes' Tales on Map05 this time. UV Max 4:04 (K:100 I:100 S:100).

I Could probably do a little better if I kept at it. meh.



@ Andy Olivera

Since you are keeping my 3:31 demo of map06 you may want to note that I avoided the lone secret area in that one.

Attachment: ht05-404.zip
This has been downloaded 12 time(s).

Old Post 10-11-09 07:29 #
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Never_Again
Member


Posts: 434
Registered: 04-03


Kudos for trying H'T, HackNeyed! There is an excellent first-try (aka First Demo Attempt) demo pak for it, too, I still have to ask the author why he didn't put it up here.
Here is my own first FDA set castle3_na for castle.wad from castle3.zip, featured in the latest /newstuff installment. Highly recommended for those special occasions when your mother-in-law pays a visit and you're totally out of ideas as to how to entertain her. :D

Old Post 10-17-09 07:12 #
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gggmork
I just felt like complaining about something


Posts: 1130
Registered: 06-07


Just a failed run for claust.wad map 4 (beat mastermind then died), a map with scripted projectile patterns. Its skill 3, because 4 is pretty hard and seemingly meant to use save points.

This is the wad link:
http://www.doomworld.com/idgames/index.php?id=12364

needs zdoom 2.3.1:

Attachment: claust-map4-fail-zd231-ggg.zip
This has been downloaded 7 time(s).

Last edited by gggmork on 10-19-09 at 12:05

Old Post 10-19-09 11:45 #
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Phml
Member


Posts: 550
Registered: 06-09


Heh. This looks like a bad JRPG fanfic - not the kind of stuff I'd enjoy playing, but it's so trippy it actually makes a great demo.

Old Post 10-19-09 12:10 #
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myk
Super Charge


Posts: 13106
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In castle_na.txt, Never_Again said:
I got stuck on MAP02 seconds into the game - hopeless, abort.
It's actually possible to get out of there. Check this attached demo. You can warp to level 2 if using prboom-plus to see my heroic escape, as it's a movie.

PS: The demo is just a conservative first play.

Attachment: cstl_myk.zip
This has been downloaded 17 time(s).

Old Post 10-21-09 13:32 #
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